War Doctor Title Sequence (Zach Alan's Productions Page: Jan/30/2018)

Comments

Using Hitfilm's 3D Extrusion you can not wrap images around the sides.

3D Extrusion has an environment map group. You can define a layer as the environment map, adjust the amount of reflection and the angle dependency of the reflection, but that's as far as you can go with that effect.

You probably have to go into Boris 3D text to do what you want.

This video is a Boris webinar that goes into using Boris 3D Text to get a comic book look. I haven't found any tutorials specific to a Marvel logo. This tutorial uses Vegas Pro as the host. This means the interface is going to be rather different from Hitfilm, but the actual control groups, names and functions are the same, so this should at least get you started figuring out how to approach things.

You cannot map textures to the sides or back of text in Hitfilm native text. In Boris 3D text you can have separate textures for front, side and back.

In Hitfilm you can get a something of a shiny look and I tried this recently from something I had previously done in NewBlue Titler Pro. In Boris you cannot do this environment map effect. Not sure if Title Studio can but the std effects sadly cannot. Well, they can but you have to create your own Direct3D DDS cube file.

In Hitfilm you use the Environment map feature of the 3D extrusion effect and that environment map image has to be such that you can get the metallic glint. You can make the glint move by moving/rotating/transform the environment map.

I've not looked at the video you posted, but go to Inscapedigital.com and download his "Radiance" pack. You'll see what @inScapeDigital has done is stack flares by turning off Hotspot for one and turning up rays for another and cranking artifacts on a third. Basically stacking multiple instances of flares, but mixing and matching segments from each instance. Educational, and Javert built some great looks.

Adapting this technique will let you make the windows and police box sign self-illuminate.

I think I'd like to see some vertical movement on the tunnel as well.

You'll need to go back and add in the top light flashing. What I do for that is an overlay layer as described in the linked tutorial with a white light texture, black everything else. A point is placed in the lamp (parented to the Tardis move point) and light rays using the lamp point. Keyframe the opacity of the lamp model for the pulsing.

Hey everyone! Here is another version of my 10th Doctor style time vortex in Hitfilm Pro 2017! It uses some improvement methods described earlier by @Triem23 . Curves to the tunnel path will be added later...

Looks pretty sweet! The main thing that throws me off with the latest version is the fact that I can clearly see the distant parts of the tunnel -- especially the brighter rings -- the moment that they appear, even when they're around a "corner" in the turns and twists of the tunnel. It makes it hard to follow those turns. I'm not familiar with the process you're using to make this, so take this with a grain of digital salt, but my gut says to turn on the Distance Fog setting on the camera so that those faraway bits are dimmer.

Absolutely agree with @jsbarrett, you've got this down to a tee, if anything it's so damn close it's hard to tell between the origional it's that good, what you need to do is head into the lifetime panel and set a gradient on the alpha, this way you can fade the particles in and get the 'depth effect'

I noticed this also, and agree with you, but the particles do have a lifetime alpha to fade in, except for the red ones due to how they are formed. I might try distance fog like jsbarrett said, but glad you all like it!